A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??
Making games in Go: 3 months without LLMs vs. 3 days with LLMs
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Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#22Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#23Earlier quoted context omitted.
LLMs can't help much with assets?
But image generation and cloning a visual artist’s style is one of AI’s apparent strengths. So it’s interesting to think about what the gaps are between fulfilling a single prompt and completing a project.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#24Earlier quoted context omitted.
This. You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed. Code is not a hard part. Making mechanics fun and good assets is what is hard and takes forever. Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.
Why not just copy the mechanics of an existing fun game?
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#25A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#26Earlier quoted context omitted.
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But they're right and you're not addressing anything
Just because LLM learned the entire internet does not mean it can’t 10x a developer.
Were all standing on shoulders of giants - LLM or no LLM. LLM gives you extra pair of ladders. That are wobbly for sure. But ladders still.
Using LLM invalidates nothing and the 10x stories are totally plausible.
The plagiarization argument is to me moot - most of us are plagiarizing previous work, weather we know it or not.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#27Earlier quoted context omitted.
This. You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed. Code is not a hard part. Making mechanics fun and good assets is what is hard and takes forever. Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.
Why not just copy the mechanics of an existing fun game?
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#28A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??
I’m sorry but the difficult part of making games isn’t the coding, it is making something that is appealing and enjoyable to play. An LLM isn’t going to help with that at all. How is it going to know if something is fun? That’s the real work. Also the idea that a dev who could making a game in 24 hour would create something professional and polished in 3 days is a joke. The answer to “where are all the games” is simp…
…Joking…. For now
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#29Earlier quoted context omitted.
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I’m not sure what the argument here is. That you should only use the most primitive tools available?
”LLMs suck” arguments sound exactly like ”IDE:s suck! True engineers writes everything in notepad.exe”. Or ”debuggers suck! Use only printfs!”
People have different ways of cognition and different strategies of problem solving and tool use. The fact you can’t understand other persons tool use is not an argument against those tools. It simply points out the tools may not be usefull to the critics mode of cognition or problem solving. Not that the tools suck.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#30That’s why we’re not suddenly drowning in brilliant Steam releases post-LLMs. The tech has lowered one wall, but the taller walls remain. It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. LLMs are doing the same thing for code, and image models are starting to do it for art, but neither can tell you if your game is actually fun.
The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? That’s when we start moving beyond "AI as productivity hack" into "AI as collaborator in design." We’re not there yet, but this article feels like an early data point along that trajectory.